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本文引用的文献

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The relationships between behavioral addictions and the five-factor model of personality.行为成瘾与五因素人格模型的关系。
J Behav Addict. 2013 Jun;2(2):90-9. doi: 10.1556/JBA.2.2013.003.
2
Core and peripheral criteria of video game addiction in the game addiction scale for adolescents.青少年游戏成瘾量表中电子游戏成瘾的核心及外围标准。
Cyberpsychol Behav Soc Netw. 2015 May;18(5):280-5. doi: 10.1089/cyber.2014.0509. Epub 2015 Mar 31.
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Toward a consensus definition of pathological video-gaming: a systematic review of psychometric assessment tools.病理性电子游戏行为的共识定义:心理计量评估工具的系统综述
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Prevalence and risk factors of video game dependency in adolescence: results of a German nationwide survey.青少年视频游戏成瘾的流行率和风险因素:一项德国全国性调查的结果。
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电子游戏成瘾的患病率及预测因素:一项基于全国代表性游戏玩家样本的研究。

Prevalence and Predictors of Video Game Addiction: A Study Based on a National Representative Sample of Gamers.

作者信息

Wittek Charlotte Thoresen, Finserås Turi Reiten, Pallesen Ståle, Mentzoni Rune Aune, Hanss Daniel, Griffiths Mark D, Molde Helge

机构信息

Department of Clinical Psychology, University of Bergen, Christiesgate 12, 5015 Bergen, Norway.

Department of Psychosocial Science, University of Bergen, Bergen, Norway.

出版信息

Int J Ment Health Addict. 2016;14(5):672-686. doi: 10.1007/s11469-015-9592-8. Epub 2015 Sep 23.

DOI:10.1007/s11469-015-9592-8
PMID:27688739
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC5023737/
Abstract

Video gaming has become a popular leisure activity in many parts of the world, and an increasing number of empirical studies examine the small minority that appears to develop problems as a result of excessive gaming. This study investigated prevalence rates and predictors of video game addiction in a sample of gamers, randomly selected from the National Population Registry of Norway ( = 3389). Results showed there were 1.4 % addicted gamers, 7.3 % problem gamers, 3.9 % engaged gamers, and 87.4 % normal gamers. Gender (being male) and age group (being young) were positively associated with addicted-, problem-, and engaged gamers. Place of birth (Africa, Asia, South- and Middle America) were positively associated with addicted- and problem gamers. Video game addiction was negatively associated with conscientiousness and positively associated with neuroticism. Poor psychosomatic health was positively associated with problem- and engaged gaming. These factors provide insight into the field of video game addiction, and may help to provide guidance as to how individuals that are at risk of becoming addicted gamers can be identified.

摘要

电子游戏已成为世界许多地方流行的休闲活动,越来越多的实证研究关注少数因过度游戏而出现问题的人。本研究调查了从挪威国家人口登记处随机抽取的3389名游戏玩家样本中电子游戏成瘾的患病率及预测因素。结果显示,有1.4%的成瘾玩家、7.3%的问题玩家、3.9%的沉迷玩家和87.4%的正常玩家。性别(男性)和年龄组(年轻人)与成瘾玩家、问题玩家和沉迷玩家呈正相关。出生地(非洲、亚洲、南美洲和中美洲)与成瘾玩家和问题玩家呈正相关。电子游戏成瘾与尽责性呈负相关,与神经质呈正相关。身心健康状况差与问题游戏和沉迷游戏呈正相关。这些因素为电子游戏成瘾领域提供了见解,并可能有助于指导如何识别有成为成瘾游戏玩家风险的个体。